FearLevel 3 Illusion Spell Project an image so frightening it makes targets drop their weapons and become Fearful. They will be easier to hit and cannot move. If the target ends their turn where they can't see you, they can make another Saving Throw to shake off their fear. 2 turns 1 turn 9m WIS Save Concentration |
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Action Level 3 Spell Slot |
Fear is a Spell in Baldur's Gate 3. Fear is a Lvl 3 Spell from the Illusion school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the environment.
Fear Information
- Description: Project an image so frightening it makes targets drop their weapons and become Fearful. They will be easier to hit and cannot move. If the target ends their turn where they can't see you, they can make another Saving Throw to shake off their fear.
- Level: Lvl 3 spell
- School: Illusion School
- Casting Time: Action
- Range: Self 9m (Cone)
- Requires Concentration: Yes
- Saving Throw: Wisdom
How to Acquire Fear
- Fear can be acquired by the following classes:
- Fear can be cast by using the following Items:
- ???
- ???
Fear Tips & Notes
- Notes & Tips go here
- Anonymous
Forces a Pactbound weapon to be dropped, even if you are immune to disarm, and you cannot rebind it in combat.
- Anonymous
Some targets for some undisclosed reason cannot be targeted.
But very strong spell.
I'm a Ranger bard.
Ring I got from djinn in act 3 let's me cast illusion/enchant as bonus action after hitting weapon. Perfect. All my spells including this are.
+
Helmet of acuity. Uncommon helmet that should be Legendary. Probably not because it's bonus only effects certain builds the game devs may not have anticipated.
Every weapon hit gives +2Arcane acuity... +1dc and spell atk per point... Max... 7...
I'm a Ranger bard. I can make 4 attacks a turn with flourish, or arrow of many targets...
Frequently get dcs of 100% success and can cast Fear. Hold person. Command. Hidious laughter... With bonus action...
Or.
To really rub it in...
Save the spellslot.
Vicious mockery.
... better than handcrossbow to be sure.
This is op as ****
- Anonymous
after looking through the combat log, this spell seems to have a fixed spell DC of 17?
1) Cast Mass Disarm
2) Use Divination school dice
3) ...
4) You won the game
- Anonymous
Add this to the list of spells that have been inexplicably nerfed down to two turns from the tabletop's ten. Divine Favor had the exact same thing happen. Is this intentional, and just Larian being weirdos, or was it an oversight or something?
Just picking random, innocuous spells from the spell list and giving them 1/5 the duration is absolutely bizarre.
- Anonymous
Does 'drop everything' actually mean everything? Weapons, armor, items?
It would be very disappointing if it doesn't actually mean dropping everything.
Feels fairly busted. Enemies run away and drop their weapons like headless chicken.
- Anonymous
Love this spell to bits. Super useful for a passive run where you want NPC weapons without knocking them out. Combo it with Disguise Self, and the Run Spell, and you are the ultimate "Look bro! You dropped it! Finders keepers!" build.
- Anonymous
- Anonymous
The other anon was right, this spell description is very misleading. The description says specifically that the enemy CANNOT move, and yet they actually can, this means that they can simply just look away. (i checked a 5e site and it says there that the creature must move away from the caster, so I guess that's why). I hope someone adds that in the note section here.
- Anonymous
Can someone update like all of these spells with
- area and shape of effect
- targeting rules
- upscaling
i'd do some of them myself but i'm not sure where to find the information. That's why I'm here! I _think_ this is a cone and doesn't upscale?
- Anonymous
this doesn't actually stop enemies from moving like the description says. they run away and have the "fearful" debuff
- Anonymous
Why the hell did you take this from necromancy...so many stupid changes in this game with godawful descriptions.
Does this hit allies?
1
+10
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